You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "GameplayTagContainer.h"
|
|
#include "GameplayTagAssetInterface.h"
|
|
#include "AttributeSet.h"
|
|
#include "GameplayEffectExtension.generated.h"
|
|
|
|
struct FGameplayEffectModCallbackData
|
|
{
|
|
FGameplayEffectModCallbackData(const FGameplayEffectSpec & InEffectSpec, const FModifierSpec & InModifierSpec, FGameplayModifierEvaluatedData & InEvaluatedData, UAttributeComponent & InTarget)
|
|
: EffectSpec(InEffectSpec)
|
|
, ModifierSpec(InModifierSpec)
|
|
, EvaluatedData(InEvaluatedData)
|
|
, Target(InTarget)
|
|
{
|
|
|
|
}
|
|
|
|
const struct FGameplayEffectSpec & EffectSpec; // The spec that the mod came from
|
|
const struct FModifierSpec & ModifierSpec; // The mod we are going to apply
|
|
struct FGameplayModifierEvaluatedData & EvaluatedData; // The 'flat'/computed data to be applied to the target
|
|
|
|
class UAttributeComponent &Target; // Target we intend to apply to
|
|
};
|
|
|
|
UCLASS(BlueprintType)
|
|
class SKILLSYSTEM_API UGameplayEffectExtension: public UObject
|
|
{
|
|
GENERATED_UCLASS_BODY()
|
|
|
|
public:
|
|
|
|
virtual void PreGameplayEffectExecute(const FGameplayModifierEvaluatedData &SelfData, FGameplayEffectModCallbackData &Data) const
|
|
{
|
|
|
|
}
|
|
|
|
virtual void PostGameplayEffectExecute(const FGameplayModifierEvaluatedData &SelfData, const FGameplayEffectModCallbackData &Data) const
|
|
{
|
|
|
|
}
|
|
}; |